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thundercleese

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Everything posted by thundercleese

  1. So I just did a quick test on Intuitive and Berzerker - they do indeed stack. I believe that stat increases from abilities/spells don't stack with inspirations, but the other effects of the inspirations do stack. Might inspirations won't stack with Devotions' +4, Int inspirations won't stack with Duality, etc.
  2. The DLC added a bunch of extra sapphires, which is great. But there are still only like 4 guaranteed adra ban in the game, and most people won't see more than ~6. That's three one handed weapons, or one and a two-handed to legendary. Less if you want non-quality enchant that costs them (like the new hunting bow; 6 adra ban to fully upgrade it - RIP all your other gear).
  3. While you can trigger Found Guilty with spells, the DoT is only applied by crits with the weapon itself. Bloodthirst will make you recover instantly on kill, but only once as you say. No changes made in 2.0 that I've noticed. Not sure why they put the 10 seconds in there, as you would have to go out of your way to stack increased recovery time to need more than 10 seconds to recover. Kind of like how chanter chants have "x effect for 10 seconds" when none of them last 10 seconds. Glad to see a build using Frostfall, probably the most interesting weapon added by the DLC imo. One of the most broken things about it is that if you crit with Dispersed Suffering, it can apply the paralyze, and mobs don't even need to have any current hostile effects to be hit by it. What could be quite funny is you get up close to the pack, use Spirit Tornado then Thunderous Rapport. Assuming you kill something, which you should, you will basically be able to keep the entire pack cowering as you pick them off. Sadly it won't extend prone, as for some reason it doesn't apply an effect. Many bosses can actually be proned, the issue is breaking through their high concentration stacks (Scordeo's Edge and Rust's Poignard are great for this). Maybe the DD mod changes this though, I don't know.
  4. I was also thinking about sneak attack, death blows etc. But you're right, it should be a good addition. The annoying part is getting it up to a high count for testing. Gotta find a stockpile of barrels I haven't already destroyed.
  5. Naw. The buff affects all your attacks, it seems. I was shown it working with a bomb. Oh yeah, duh! You just gave me an idea for a build I'm theorycrafting. Though it's an Assassin so the extra damage won't be quite as noticeable...
  6. Stoic Steel has a cap, I'm not sure how high but I believe somewhere around 4-5 +3 on a lvl 20 Herald Pallegina. Also the Goldpact armour only lasts for a certain amount of hits (certain amount of damage mitigated?). But yes, Paladins have the best passive defenses in the game.
  7. It actually can stack with itself without getting the upgrade, and yes this is a bug which has been reported. Here: And here: Two (unupgraded) instances consolidated into one in the picture above, along with the upgraded instance. So if you are determined enough, you could get enough stacks to one-shot any enemy in the game - providing they aren't pierce immune.
  8. If you summon an Essential Phantom while equipped with an upgraded Essence Interrupter (Soul Diplomacy in my case), the Phantom doesn't receive the upgrade on their copy of the weapon. While I believe this is standard behaviour for the Phantoms, it does mean that a creature can have two separate instances of the debuff active, and thus spawn two creatures on death. I got a friendly Lesser Black Ooze and a hostile Ogre Pirate. I will test again without the upgrade and see if it still applies two instances. Edit: Using non-upgraded weapon didn't produce two instances of the effect.
  9. With might, you don't have it below 10, but as a Rogue you typically don't need to prioritise it. If you're wanting to maximise Riposte then go for Casita, if you want a few more action points and slightly faster recovery go DoC. How much dexterity matters depends on how much you're wanting to build around Riposte. If you plan it to be your main source of damage then dex is less important. Though you don't want it too low as it'll impact your ability use. The time in the speed calculator is showing total duration for two auto-attacks. A full attack ability will ignore the recovery of the main hand, so 3.9 and 3.1 respectively.
  10. Yeah, though you will still want a timer on those - recasting while Arcane Dampener is active on you will waste the spell.
  11. You need to set a cooldown on each spell; this is located in the top right corner of the box, next to a clock-looking icon. Set the cooldown as the duration of the spell and it should work. Just beware of casting those buffs manually; the AI will go and re-cast them anyway as the cooldown is only triggered by AI casting. Also sometimes the CD just won't appear to trigger (at least for me), no idea why.
  12. This is only true up-to Veteran. Later on, on PoTd most enemies ignore DoT (From armor class 10-19). Dragon Thrashed dosn't work at all. It does burn/slash damage. Most enemies has insane armor class (14+). Only chant that works is the first one you get at level 1 that does raw damage. The combat log begs to differ. EDIT: Actually, after further testing and observing the damage numbers displayed over their heads it looks like armour does reduce the damage of DoTs. Would be great if this was reflected in the combat log...
  13. 2 points on levels where you get a new PL, 1 on others. Exception being first level for single class - they only get one. So for MC you get 27 at lvl 20.
  14. Did you retrain at some point? As there is currently a bug where you gain first level fighter abilities and sotry abilities upon retraining.
  15. Because it gives 5% extra HP in addition to the +1 Con you get from it. There might be better ones, though Durance's is definitely the one that's the least conditional. I might look at Whispers of the Endless Paths as another AoE option and just use a mod or something that de-nerfs it. Other than that, I'm just trying to find ways to get my Intellect up. If 18 Perception is enough to see some of the nastier traps, and 18 Resolve is enough for most of the checks in the game, then that's all I really need to worry about boosting, for the sake of things like the Sickened on Flames of Devotion and Inspired Beacon's Blind and vulnerability effect. I could drop 5 points from Might and then shave one each off of Con and Dex to max everything else out. Not sure how significant a 15% Might damage bonus compared to a 30% one would be. Fair enough, none of the bonuses are terribly significant at the end of the day. I never really even considered taking it but then my philosophy is they can't hurt you if they are dead, so just max damage while keeping defenses high enough to not get one shot. Regarding int - you could just drop 4 points from might which would let you max it. You get so much additive damage between Rogue, legendary, crit, overpen etc. that might isn't that big a deal. Your healing will be a little lower though. Not sure the exact thresholds for per, but I know that I've never missed anything with 20 (18 may very well be all that's required) - also more accuracy never hurts. I also think for a deflection/riposte tank that max res is quite important, though my experience with such builds is very limited. I would prefer to lower con rather than dex, though again that's also down to preference. I wasn't trying to put you off Oathbreaker's End, just to point out that if you're not critting often and on multiple targets it won't be that impressive. Edit: Also IIRC Nalvi grants a small armour revocery reduction than Abraham/Cutthroat Cosmo, which makes sense as it's a party-wide buff. Whether that's a big deal or not is up to you.
  16. There's BDD and Salvation of Time. But yes their level 8 and 9 spells really do take them up a notch, and you also get all the spells faster. Unless your aim is to self buff on a martial character, I agree there's little reason to multi them.
  17. I'm curious why you always take Durance for your Effigy. To actually get good AoE damage from Oathbreaker's End you need to be critting as many targets as possible, then have them die with the DoT active. Killing on a crit also counts. Because of this abilities that hit multiple enemies with a single use are preferred - of which only Fighter can get on a multiclass (Clear Out). That's not to say it won't be a good pick for this character, just don't expect to automatically destroy things in an AoE with it. To maximise it you will be wanting to monitor the foes you are engaging and target ones without the debuff until you get a crit on them, then move to another, etc. You can have your party members kill them and still get the explosion, so long as the DoT is active.
  18. Frermas, IIRC, do not have any associated dispositions, so Pallegina's Faith and Conviction will never vary based on your disposition. You can test this on custom paladin companions (again, iirc). That would explain it - I never use Hired Adventurers because the game is easy enough without a steamroller. And tbh I never really looked too much into the values of my Priests Holy Radiance. Regarding Xoti's dispositions, I'd imagine it would be similar to if not the same as a Priest of Eothas.
  19. Only time it would be good break even is if you can end combat within your first Ascended phase. It increases your base (starting) focus, but also your max focus by the same amount. Since to become Ascended you need to reach max focus, and when Ascended wears off you are set back to zero focus, it is actually a harmful talent to pick. Any other Cipher it is a viable choice, but you don't want it on an Ascendant.
  20. wait are you telling me that the 3 Int Deep Wounds Rogue from the first game's release actually works here that's ridiculous Only an amateur would use 3 INT. You want 1 INT. There was a list (from MaxQuest maybe?) that contained all abilities that behave in that stupid "less INT=higher dps" way. If I remember correctly Wounding Shot and Disintegrate were among them. That makes sense for some skills though. Ones that do "x% of damage dealt over y seconds" - reducing y results in higher dps (though same total damage). Disintegrate is a little weird though - isn't it "x damage per 3 seconds over y seconds"? And therefore increasing duration should increase total damage done (though DPS would be the same)?
  21. Not that I can recall, though you may for example come across a Blight party (there is one particular fight in the Undercity that comes to mind). Or some fire ummune guy may have an Earth Blight hanging around? Does anything other than Earth Blights have slash immunity?
  22. You could also have Vatnir as a chanter. As for what stacks - I know that the damage dealing ones do, or at least the Dragon Slashed does. Can't speak on the others as my use of chanters has been very limited.
  23. Ahh okay, yeah that would work and isn't a bad idea. You can also get 25% hit to crit from Fighter which is almost as good as the Berzerkers.
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